2021
DOI: 10.3389/fpsyg.2020.611956
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The Michelangelo Effect: Art Improves the Performance in a Virtual Reality Task Developed for Upper Limb Neurorehabilitation

Abstract: The vision of an art masterpiece is associated with brain arousal by neural processes occurring quite spontaneously in the viewer. This aesthetic experience may even elicit a response in the motor areas of the observers. In the neurorehabilitation of patients with stroke, art observation has been used for reducing psychological disorders, and creative art therapy for enhancing physical functions and cognitive abilities. Here, we developed a virtual reality task which allows patients, by moving their hand on a … Show more

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Cited by 32 publications
(86 citation statements)
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“…In this scenario, it is also fundamental for clinical staff to understand the needs and expectations of patients for increasing their motivation during therapy [ 27 ]. Properly developing motivating tasks, and also exploiting new technologies, may increase the participation of subjects, therefore reducing perceived fatigue during therapy [ 28 ]. Another crucial aspect is that the participation of patients to therapy could depend on their relationship with the therapist.…”
Section: Discussionmentioning
confidence: 99%
“…In this scenario, it is also fundamental for clinical staff to understand the needs and expectations of patients for increasing their motivation during therapy [ 27 ]. Properly developing motivating tasks, and also exploiting new technologies, may increase the participation of subjects, therefore reducing perceived fatigue during therapy [ 28 ]. Another crucial aspect is that the participation of patients to therapy could depend on their relationship with the therapist.…”
Section: Discussionmentioning
confidence: 99%
“…The resulting gap in feeling connected to virtual art-making caused by this limitation has implications to introducing haptic feedback to virtual art therapy. Iosa et al (2021) tried to rectify the missing tactile information that comes with virtual environments by adding visual feedback of color and shadow to the virtual tool used in their VR program [33].…”
Section: Traditional Art-making Vs Virtual Reality Art-makingmentioning
confidence: 99%
“…Iosa et al (2021) conducted two experiments, but the first was excluded due to the population used. In the second experiment, four (4) stroke patients with an average age of 60 ± 13 years performed four (4) sessions of virtually interacting with either an artmasterpiece or a piece of control art [33]. The virtual art system consisted of a 2D canvas covered in a white film.…”
Section: Art Improves Performance In Virtual Realitymentioning
confidence: 99%
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